const fogFs = /*glsl*/ `
precision mediump float;
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
varying vec2 v_textureCoordinates;

void main(void){
    vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);
    vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);
    float depth = czm_readDepth(depthTexture, v_textureCoordinates);
    vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);
    float f=(depthcolor.r-0.7)/0.2;
    if(f<0.0) f=0.0;
    else if(f>1.0) f=1.0;
    gl_FragColor = mix(origcolor,fogcolor,f);
}`;

export default fogFs;
